111,223 Commits over 3,928 Days - 1.18cph!
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Add Specular map option to Detail Layer, update shader editor GUI, add the changes to additional standard shaders.
Have wolves give up stalking after a while if not dealt damage, and give up a lot faster if they see fire
Reduce wolf population and pack size to 3, until we find a way to make DensityPopulation spawn packs without having to increase the density
Don't return a success status from the position generator as we don't project on nav anymore, so it'll always succeed
Fix target check that was inverted after refactoring target getter
Prevent player dismounting from temp ragdoll mountable
Remove unused RequireComponent attribute since components are now cached in the base state class
Use sense component member functions instead of magic extension functions to get or set the target
This makes the API more consistent
Remove some state local references to components that are no longer needed since references are now kept in the parent state class
Reduced the limbs rdrag and added bounciness
Added a seat in the catapult basket that players can mount
Firing will launch any mounted player
Catapulted players are put in temporary ragdoll mode
Added an orientation debug gizmo to the parent nested prefab.
40mm size a little bit up again. Fully realistic size too small.
Kapok tree greybox and swinging vine greybox
Fixed a crash when adding/removing a lot of slacked points to a wire
Fixed a wire length calculation when adding and removing a lot of points
Native arrays allocation optim
Re-applied the PlayerAnimation animator changes from
107542
merge from siege_weapons (kept aux2 PlayerAnimation.controller from the shield branch)
Set battering ram wheels lod to dynamic
Switched siege tower detailed colliders to use the vehicle large layer
Added construction component
Added deploy volume to wooden ladders to exclude siege towers
Update: adding extra logging and sanity checking when exporting a profile snapshot
For some reason one of frames from standalone gets borked - hoping this'll help track it down.
Tests: exported craggy in editor
- Fixed issue causing effects to spawn inside siege tower
- Removed left over mesh renderers
- Renamed some colliders
Update: Gather GC.Collect activity into perf snapshot
- Avoid thread id checks reaching to mono runtime to resolve it, as it's unsafe during GC.Collect
Tests: did a 6k standalone perf snapshot, but didn't catch a collection event. Forced one in editor on 3rd frame, confirmed visible in perfetto.
Further changes to new siege tower model:
- Setup 50%~ of the detail colliders
- Fixed wheel orientation
- Added catapult wheels to the tower
Added wallpaper analytics
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Moed ladders to be compatable with new siege tower model
Fixed disabled quantity text for repair bench ingredients when the quantity is 1
Fixed research table lootpanel showing incorrect phrase for broken items
Also fixed truncated texts in some languages
Cutting the power of a broadcasting RF broadcaster will now stop its signal
added playground.sculptures test scene with its own filestorage db to store the sculpture data
server handles decoding saved sculptures from disk properly
made server file storage a convar - default behaviour retained
Added ballista MountPose blend tree
Player model now walks left and right when steering the ballista
Set some initial placeholder preset values for all four presets (mostly just to stop it crashing)
Update: export Allocs as process-wide events
This puts them on a separate track, making it easier to spot them.
Tests: checked craggy snapshot in perfetto
Clean: removing some unnecessary sanitization logic
One of recent updates now guarantees storage is enough to house all snapshot data
Tests: loaded craggy snapshot in perfetto - no missing names/allocs, no asserts
Added all new options to preset list
Update: export Alloc events to json snapshot
They get a bit lost in the sea of all other instantaneous events, so will need to somehow improve this
Tests: loaded craggy snapshot in perfetto
Fixed catapult reloading progress bar staying on screen
Update: record GC alloc events in the snapshot
Currently don't emit them in the json, but that'll be the next thing
Tests: took a perf snapshot on craggy